Apply Rotation Changes in World Frame to other Actor

Hello.

I am not often here to get help, but i stuck on a problem since many days and i have no ideas anymore…

What i wanna do:
I make an Runtime Editor for my Game and have some Gizmos to move and rotate the actors.
Now i tried to get the rotation gizmo working but get stuck with it.

How does the Gizmo work:
When you use the gizmo you get an Rotation that must be applied on the actor as LocalRotation.
The Gizmo moves perfect, but now i wanna have that the selected actor also gets rotated.

In my Editor the Gizmo can be in any Rotation you can think of, and the selected Actor can also have every Rotation, so they are not aligned everytime.

Like the World Rotation in the Unreal Editor, where the Gizmo stays in Place but the Components rotates with the input.

Here is a picture from the Gizmo Transform and the second picture is from the Actor that should be rotated.
As you can see the Transform Frames are not matching:

Gizmo Transform:

Actor Transform:

Now there comes the Problem.
I cant figure out how i can make the actor following the Gizmo.

What is my best solution at the moment:

First of all i take the Actor Transform from the Gizmo and make a Transform to the world with Invert Transform So i get the Rotation in World Space (Only Function that worked for me).
Then i add the new Rotation to the Gizmo from the User Input and also Invert it to get a Rotation in World Space.
So when i take the Delta from this two Rotations i should see the changes in World Space.
Then i try to rotate the selected Actor with Actor Add World Rotation.

But the results are not so exactly that it works as it should and the selected Actor dont rotates as expected…

I am here on a wrong way, or what could be a working Solution?
Is there a good Solution to get the difference of this two Transforms in World Space that i can use Actor Add World Rotation?

I hope you can understand what i wanna do and what are the issues…
Please ask when you have any Questions…